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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#include "SamplePreprocessor.h"
+#include "RenderMaterial.h"
+#include "RenderTexture.h"
+#include "RendererMaterialDesc.h"
+#include "Renderer.h"
+#include "RendererMaterial.h"
+#include "RendererMaterialInstance.h"
+#include "RendererMemoryMacros.h"
+
+using namespace physx;
+using namespace SampleRenderer;
+
+const char* defaultMaterialLitVertexShader = "vertex/staticmesh.cg";
+const char* defaultMaterialTexturedUnlitFragmentShader = "fragment/sample_diffuse_and_texture.cg";
+const char* defaultMaterialTexturedLitFragmentShader = "fragment/sample_diffuse_and_texture.cg";
+const char* defaultMaterialFragmentShader = "fragment/sample_diffuse_no_texture.cg";
+
+RenderMaterial::RenderMaterial(Renderer& renderer, const PxVec3& diffuseColor, PxReal opacity, bool doubleSided, PxU32 id, RenderTexture* texture, bool lit, bool flat, bool instanced) :
+ mRenderMaterial (NULL),
+ mRenderMaterialInstance (NULL),
+ mID (id),
+ mDoubleSided (doubleSided),
+ mOwnsRendererMaterial (true)
+{
+ RendererMaterialDesc matDesc;
+ if(lit)
+ matDesc.type = RendererMaterial::TYPE_LIT;
+ else
+ matDesc.type = RendererMaterial::TYPE_UNLIT;
+ matDesc.alphaTestFunc = RendererMaterial::ALPHA_TEST_ALWAYS;
+ matDesc.alphaTestRef = 0.0f;
+ if(opacity==1.0f)
+ {
+ matDesc.blending = false;
+ matDesc.srcBlendFunc = RendererMaterial::BLEND_ONE;
+ matDesc.dstBlendFunc = RendererMaterial::BLEND_ONE;
+ }
+ else
+ {
+ matDesc.type = RendererMaterial::TYPE_UNLIT;
+ matDesc.blending = true;
+// matDesc.srcBlendFunc = RendererMaterial::BLEND_ONE;
+// matDesc.dstBlendFunc = RendererMaterial::BLEND_ONE;
+ matDesc.srcBlendFunc = RendererMaterial::BLEND_SRC_ALPHA;
+ matDesc.dstBlendFunc = RendererMaterial::BLEND_ONE_MINUS_SRC_ALPHA;
+ }
+
+ if(instanced)
+ {
+ matDesc.instanced = true;
+ }
+ else
+ {
+ matDesc.instanced = false;
+ }
+
+ matDesc.geometryShaderPath = NULL;
+
+ matDesc.vertexShaderPath = defaultMaterialLitVertexShader;
+
+ if(texture)
+ {
+ if(lit)
+ {
+ matDesc.fragmentShaderPath = defaultMaterialTexturedLitFragmentShader;
+ }
+ else
+ {
+ matDesc.fragmentShaderPath = defaultMaterialTexturedUnlitFragmentShader;
+ }
+ }
+ else
+ {
+ matDesc.fragmentShaderPath = defaultMaterialFragmentShader;
+ }
+ PX_ASSERT(matDesc.isValid());
+
+ mRenderMaterial = renderer.createMaterial(matDesc);
+ mRenderMaterialInstance = new RendererMaterialInstance(*mRenderMaterial);
+
+ setDiffuseColor(PxVec4(diffuseColor.x, diffuseColor.y, diffuseColor.z, opacity));
+ setShadeMode(flat);
+
+ update(renderer);
+
+ if(texture)
+ {
+ const RendererMaterial::Variable* var = mRenderMaterialInstance->findVariable("diffuseTexture", RendererMaterial::VARIABLE_SAMPLER2D);
+ //PX_ASSERT(var);
+ if(var)
+ mRenderMaterialInstance->writeData(*var, &texture->mTexture);
+ }
+}
+
+RenderMaterial::RenderMaterial(Renderer& renderer, RendererMaterial* mat, RendererMaterialInstance* matInstance, PxU32 id) :
+ mRenderMaterial (mat),
+ mRenderMaterialInstance (matInstance),
+ mID (id),
+ mDoubleSided (false),
+ mOwnsRendererMaterial (false)
+{
+ update(renderer);
+}
+
+void RenderMaterial::update(SampleRenderer::Renderer& renderer)
+{
+ const RendererMaterial::Variable* var = mRenderMaterialInstance->findVariable("windowWidth", RendererMaterial::VARIABLE_FLOAT);
+ if(var)
+ {
+ PxU32 tmpWindowWidth, tmpWindowHeight;
+ renderer.getWindowSize(tmpWindowWidth, tmpWindowHeight);
+
+ const PxReal windowWidth = PxReal(tmpWindowWidth);
+ mRenderMaterialInstance->writeData(*var, &windowWidth);
+ }
+
+}
+
+void RenderMaterial::setParticleSize(const PxReal particleSize)
+{
+ const RendererMaterial::Variable* var = mRenderMaterialInstance->findVariable("particleSize", RendererMaterial::VARIABLE_FLOAT);
+ if(var)
+ {
+ mRenderMaterialInstance->writeData(*var, &particleSize);
+ }
+}
+
+void RenderMaterial::setDiffuseColor(const PxVec4& color)
+{
+ const RendererMaterial::Variable* var = mRenderMaterialInstance->findVariable("diffuseColor", RendererMaterial::VARIABLE_FLOAT4);
+ if(var)
+ {
+ const PxReal data[] = { color.x, color.y, color.z, color.w };
+ mRenderMaterialInstance->writeData(*var, data);
+ }
+}
+
+void RenderMaterial::setShadeMode(bool flat)
+{
+ const RendererMaterial::Variable* var = mRenderMaterialInstance->findVariable("shadeMode", RendererMaterial::VARIABLE_FLOAT);
+ if(var)
+ {
+ float shadeMode = flat?1.0f:0.0f;
+ mRenderMaterialInstance->writeData(*var, &shadeMode);
+ }
+}
+
+RenderMaterial::~RenderMaterial()
+{
+ if(mOwnsRendererMaterial)
+ {
+ DELETESINGLE(mRenderMaterialInstance);
+ SAFE_RELEASE(mRenderMaterial);
+ }
+}